The Gempalm are a massive regiment of creatures, mostly (but not always) Cealandrian. Their main focus remains heavy on hand to hand combat, as in general Cealandrian people do not trust weaponry. The Gempalm Monks are usually in posession of a skill-altering bracelet (Called a Naki) that they craft themselves. Much in the fashion as a monk, they are well versed in hand to hand combats, and techniques. While like a Cleric, they're able to heal, and help their allies with spells. A Gempalm Monk should focus on Intelligence, and Strength.

Gempalm Monks are excellent healers, and martial artists, but they lack social skills, and have limited wisdom to offer on situations. They are also untrained in any weapons, and unable to weild any of them with skill.

Races: Gempalm fighters, Monks, and Mages undergo some of the most intense solitary training imaginable, and as such, they are often resilient species in one form or another. They are almost entirely Cealandrian, though occassionally other races manage to get enveloped in the fold, and succeed at the training.

Alignment: Any good alignment, though generally chaotic good characters are the only Gempalm. Most of the teachings, and scripts of the Gempalm completely neglect to mention higher powers.

Spells: Gempalm Monk's are taught the ways of the Cleric from their master early in their training. They soon rely on their own ability to heal, to keep themselves alive as their training progresses. Intelligence affects all of the Gempalm Monk's spell-like abilities.

Power Points/Day: A Gempalm Monk's ability to cast these spells, is determined by their focus points. The starting total focus points of a gempalm monk is equal to (Strength Modifier + Intelligence modifiers times five. At every level, this pool increases by 1d3 times Intelligence Modifier. These points may be restored Via the Meditation ability.

Cealandrian Focus (Ex): (Cealandrian Monks Only) Once per day, the Monk may enter a state of calming focus. This reduces the FP cost of spells, and abilities by 1/level. In addition, it also full restores FP. The reduction of FP cost lasts for 10 minutes/level.

Cealandrian Ignorance (Ex): Cealandrian people, and their training is generally ignorant of the benefit of other methods of training and preservation. As such, Gempalm Monks do not gain feats as normal. Instead they gain feats at: 1st, 6th, 11th, 16th levels. If the Gempalm is not Cealandrian, they get Iron Spar instead.

Iron Spar (Ex): If the Cleric is Cealandrian, they get Cealandrian Ignorance instead. You've vowed your life to the ways of the gempalm, after repeated attempts to have the reclusive Cealandrian people take you in. The pain of entering the ranks of the gempalm is evident at initiation, you're burned with hot iron to signify your sincerity. The burn is a constant painful reminder that you don't belong, and all the more reason to try harder. You get a +1 bonus to your attack rolls, and +1 to will saves. You also get -1 constitution, and -5 hit points. Instead of gaining feats as Normal, you get one feat at each: 1st, 6th, 11th, 16th levels.

Cealandrian Crafting (Ex): A gempalm monk is responsible for making, and maintaining their Naki beads. As such, at the outset of training they are instructed in the fine art of crafting these instruments. At a cost of 40 FP, and one full day of dedicated work, they may craft the following components into a Naki.

1. A Metal, or Gem component, roughly the size of a marble.2. A wire, or string component. (Several feet of it)3. A decoration component (Commonly feathers, or beads.) 4. Five rings. (They do not have to be matching. And they can be magical.)

The DC is equal to the Material cost of the components, divided by 100 rounded down. The formula for crafting the beads is:

Gempalm Monk Level + Alchemy + Intelligence and Strength Modifier.

Materials crafted by, or obtained freely by the Monk may be used without adding DC to the creation. However, the absolute lowest possible DC of any Naki is 30. A Gempalm Monk enters the world with a "Ceremonial Naki". This set of beads is merely ornamental.

Naki beads may add magical effects, damage, attack bonus to unarmed strikes only. If the Monk picks up a weapon, they lose the bonus it provides, as it only adds for unarmed strikes.

Luminescence (Sp): A gempalm Cleric may imbue an item as small as a pebble, or as large as a tower shield; to glow brilliantly. This imbued item radiates light for 60 feet. In this 60 feet, the lighting condition is considered daylight. This effect is canceled in magical darkness. For 40 more feet (for a total of 100 feet) lesser light is cast. This ability requires a firefly, or piece of phosphorescent moss.

Rigors of Training (Ex): A gempalm monk is a hardy individual, versed in self destructive training, in search of higher power. As such, the monk may either; Take a maximum hit die roll for hit points at each level, or a Maximum Focus Point roll. If either is done, the other takes a -1 penalty.

First Aid: Gempalm Monks may apply First Aid to themselves, and allies outside of combat. First Aid requires cloth strips (Gauze, Linen, Cotton, etc) and Kalbalm. Kalbalm is made with water, and earth, purified through focus. Making Kalbalm takes 2 focus points, for 1d3 doses. First aid heals 1d6 hitpoints + the Monk's Intelligence mod. Kalbalm may be stored for later use (Up to ten doses) in one small glass vial. However, it only lasts for 6 hours if stored.

Punishment (Ex): The life of a gempalm is rigorous, and harsh. This makes it hard for most of them to rest properly. Gempalm monks cannot sleep comfortably, and must sleep additional time to lose exhaustion and fatigue.

Stinging Palm: Starting at second level, the Gempalm Monk may make a focused attack with the palm. This strike adds 1d4 damage to the standard damage of the monk's attack. (This damage increases by 1d4 at 5th, 8th, 11th, 14th, 17th, 20th for a maximum of 7d4 damage). Stinging palm may only be used once per round.

Soothing Strikes (Su): Starting at third level, the Gempalm Monk may make soothing strikes on foes, and allies. These strikes heal up to 2d8 hit points on a single target, plus the intelligence modifier of the monk. These strikes do no damage, though if the target is undead, they do not heal, but instead act as the spell harm. This ability uses 3 focus points.

Whirlwind Feet: Starting at third level, a gempalm monk may make a trip attempt after a successful attack, as a free action. The DC of the trip attack is 10 + Dexterity + half the Gempalm Level. Save is reflex based.

Focus Strike (Su): Starting at fourth level, the Gempalm's unarmed strikes are infused with pure focus. As such, the unarmed strikes are considered magical for purposes of damage reduction. At 10th level, they are considered Chaotic, in addition to magical. At 16th level, the attacks are considered adamantine for purposes of dealing damage to creatures with damage reduction.

Infusions: Starting at fourth level, while outside of combat, a monk may use infusions. This ability can cleanse poison and disease. In order to to use this ability, the monk must use Kalbalm, and Water. To cleanse poison, or disease, the monk must create an infusion. The infusion's strength must equal, or beat the DC of the poison or disease. In addition, the one being healed must be able to drink the infusion. The strength of the infusion is equal to: 10 + Intelligence modifier + Alchemy Skill. An infusion may be bottled, and stored. If rose petals are added to the mixture, before being bottled it is considered preserved, and may be used like a potion. If petals are not, then the mixture spoils in 48 hours. Using this ability requires 4 focus points.

Angelic Balm (Sp): Starting at 5th level, the monk may infuse Kalbalm with focus. If successful, the monk creates Angelic Balm. Angelic Balm can act as Kalbalm in all Gempalm spells, and infusions. Angelic Balm does not expire like Kalbalm. In addition, Kalbalm can restore life to the dead, as long as they have been dead for no longer than 2 weeks, with a corpse. If the corpse has damage that would not be fatal to a living person (Missing Arm, for instance) The resurrected person has that damage. If the damage would be fatal, then the resurrection fails. Making Angelic Balm requires Kalbalm, and 2 focus points. The most Angelic Balm that can be stored, and carried by one person, is 5 doses.

Painful Existence (Ex): Starting at Sixth Level, the Cleric begins to truly feel the pain of their lifestyle. A gemstone monk gets a -5 to hit points, and a -1 to AC.

Soothing Wind (Sp): Starting at sixth level (Only for Cealandrian Monks) the monk may use Soothing Wind. As a standard action, the monk may heal an ally, or foe for 2d8 damage plus intelligence modifier. This ability can heal up to 3 allies, or enemies, though they must be within five feet + five feet/ level of one another. The range of this spell-like ability is 10 + 10/level (At level six, the range is 10+60 = 70). This spell requires Kalbalm in addition to 10 focus points. The healing of this spell improves at 12th level to 2d10. And at 18th to 2d20. The cost remains the same.

Calming Embrace (Sp): Starting at sixth level, the monk may use Calming Embrace. This is considered a touch-attack on foes. Placing their hands on friends, or foes restores 1d10 hit points (plus level).

Divine Infusion (Su): Starting at 6th level, the Monk may make a Divine Infusion. At a cost of 3 focus points, an Angelic Balm, and a rose petal, the infusion is made. Divine Infusions grant the imbiber the following effects: TonguesHoly AuraTrue Seeing for one hour, also heals 5d10 hit points. One may be drank per 6 hour period, drinking more than one, in a six hour period gives the effect Nauseated for 1 hour, and does not grant the bonuses.

Blistering Circles (Sp): Starting at Seventh level, the monk may use Blistering Circles. While bloodied (Half Hp, or Less) The monk makes an intricate series of runic circles. Evil creatures entering this area take 3d8 plus intelligence mod damage a round (These circles cover 10 feet around the monk in all directions.) Good, or Neutral allies are healed for 3d8 damage plus intelligence mod. These circles hold power for roughly 30 seconds, and do not heal the monk. This ability cannot be used outside of combat. If an enemy is giant, or larger, they take double the damage instead. This damage is considered holy for purposes of damage reduction. The damage and healing effect increases by 1 dice level, per 3 levels. At 19th level add 1 more dice, for a maximum of 4d20. This ability requires 15 focus points.

Lashed to Rock (Sp): Starting at level 8, the Monk may use lashed to rock. At a cost of 5 focus points, the monk can take damage for an ally instead of the ally taking the damage. The monk does not have to be by the ally to use this ability. When using this ability, name an ally. That ally is then linked to the monk, until the monk ends the link. Ending the link is a free action. While Lashed to the Rock, the monk has a damage reduction of 1 per 2 levels. Though this only applies to damage s/he is taking from direct sources. The tethered damage remains the same.

Pureness of Body (Ex): Starting at tenth level, the monk gains pureness of body. This ability renders the monk immune to poison, and disease.

Chains (Ex): The weight of training weighs heavily on the monk's shoulders, making life just a bit more difficult. Though the feet and hands of the monk are trained killing tools, the body can only be pushed so far. Gempalm Monks take a -1 to initiative rolls, starting at level 10.

Give Life (Sp): Starting at Tenth level, the monk may replicate the Cleric Spell True Resurrection. The material cost is needed, in addition to 5 focus points. (A Sprinkle of Holy Water, and Diamonds. Worth around 25,000 gp)

True Soothing Wind (Sp):' (Cealandrian Gempalm only!) Starting at 11th level, the monk may use True Soothing Winds. You may pick half your level, rounded down of targets. These targets are healed for 3d8 hit points(Increasing to 3d10 at 14, and 3d12 at 18). A target may be selected multiple times. This ability requires Kalbalm and 12 focus points. This ability has a range of 100 feet plus 5 feet/level.

Mauling Palm: Starting at 12th level, the monk may use Mauling Palm. This attack increases the critical range of a standard unarmed attack to 16-20, x3. This attack may be used once per round.

Meditation (Sp): Starting at 13th level, At a cost of two hours (considered rest) the Monk may meditate. This ability will regenerate 1d4 focus points, times the Monk's intelligence mod. If incense is lit, it will increase the restored amount, to 1d6 times the monk's intelligence mod. Incense can be made, or bought. Though making it requires rosemary (or similar herbs) and alchemy. The dc is 15. If a monk has mediated within six hours, they cannot do so again until six hours has passed.

Roulette Palms (Ex): Starting at 14th level, the monk may use Roulette Palms. Roulette palms allows the Monk to make 1d4 strikes, as a standard action. The attack rolls for each strike, are rolled separately. If the Monk hits the opponent, the damage is dealt to the opponent. If the Monk misses, the damage is dealt to the Monk instead. This damage cannot kill the Monk, but it can reduce him to as little as 5 hp.

View of the Abyss (Ex): Occurring once at 15th level, the monk has entered the Abyss during meditation. The visions s/he has seen, are startling, and invoke a strong sense of unease. This disorderly place, devoid of reason has left a permanent mark on the Monk. At 15th level, the monk must roll percentile. 30% or lower, and the monk does not get a feat at level 16.

Snake's Palm: Starting at fifteenth level, the Gempalm Monk may make a snake's palm attack. This attack allows the Monk to move 1/2 of his/her movement speed, as a free action, without incurring attacks of opportunity. The strike it's self is also a free action. The strike deals 1d4 damage, plus strength modifier. This attack may be used once per encounter.

Savior's Palm (Sp): Starting at 16th level, the Monk may use Savior's Palm. This is ability has 25 ft. +5 ft./2 levels range. It acts precisely as Mass Heal. Healing 10 hit points of damage per level of the caster, to a maximum of 250 hit points at level 25. In addition, it cures most negative status effects. This ability may be used at a cost of 12 FP.

Thunder front Palm: Starting at 17th level, the monk may use thunder front palm. A secret attack, available only to the higher ranking monks, this deals electrical, and sonic damage instead of physical damage. This attack deals 2d8 Sonic damage, with a 50% chance to cause deafened (permanent) and dazed (1 round). In addition, it deals 2d10 Electrical Damage, with a 50% chance to cause Paralysis (1 round) and Stunned(1d4 rounds). The creature being attacked may attempt a reflex save for half damage. Thunder front Palm requires 4 focus points to use. This attack may only be used once per round, and an enemy may only be effected by each status effect once.

Whitecap Palm: Starting at 18th level, the monk may use Whitecap Palm. Whitecap Palm deals water, and ice damage instead of physical damage. This attack deals 3d6 water, and 3d8 ice damage. Half of the total value of the damage once rolled up is considered crushing damage, in addition to the water and ice, so creatures immune to water, or ice damage still take at least half damage. The target of this attack may make a reflex save for half damage. This strike creatures roughly 100 gallons of water in the area it was used. This strike requires 6 focus points.

Enlightenment (Ex): Starting at level 19, the monk may use Enlightenment. During a period of meditation, the Monk may use enlightenment. While meditating, and being enlightened, the Focus Points restored via Meditation are tripled.

Benevolent Peak (Su): Starting at 20th level, the Gempalm Monk has reached the peak of their training, and the absolute pinnacle of their power. All attacks made by the Gempalm Monk, as well as attack abilities used deal 1d8 damage of Holy, and 1d6 damage of lightning in addition to all other damage and effects their abilities and attacks would normally do. All healing done by the Gempalm Monk, is increased by 6. Being at the highest altitude they can obtain is not without pain however. At level 20, gempalm monks get -5 hit points.

A gempalm monk, that has changed classes, may use all abilities of a Gempalm monk, aside from the Palm Strikes. If the allignment of the monk changes from good, to Neutral, or Evil, they lose -all- Gempalm Monk abilities. If they are Cealandrian, and Evil, they age rapidly, and die.

A Cealandrian may be evil, without aging, if they perform a ritual, involving making a set of Naki beads from their own feathers, and the ash of a demon. If they become evil this way, they retain all their Gempalm Monk abilities, aside from spell-like abiltiies.

Religion: Devoted servants of good, and bearers of pain-hardened battle skills. The monks of Cealandria are often called upon as peace makers, and healers. More often than not, gempalm do not pick dieties, but it is not unheard of for one to have.

Other Classes: Gempalm Monks are often found in ranks with the other Cealandrian Army regulars. Gempalm Mages, and Gempalm Fighters. Aside from these, it is not uncommon to see a Gempalm in the company of a Monk, or Fighter. They value the combat knowledge of the others, and the simplistic approach to life they take speaks highly to them. A Gempalm Caiz (Regiment) Usually consists of four Monks, six fighters, and two mages. These patrols form the vast majority of the Cealandrian Army, and are quite formidable. With the three working together, they are nearly unstoppable, but as each seperate piece falls, the rest become all the more brittle.

Combat: With spell-like healing, the Gempalm Monks are perfectly capable healers, though they are slightly outclassed by devoted healing classes (such as a Cleric.) Even so, they have a unique flavor, and are well recieved healers in most circles. When healing is not needed, they make exceptionally deadly hand to hand combatants, and can make short work of heavily armed foes. The secrets of the Palm Techniques passed down through the Cealandrian Army are vastly prized.

Advancement: Gempalm Monks are in constant search of the perfect power, from their own body. They completely forsake weapons, in attempt to forge themselves into something beyond what simple steel can create. Gempalm Monks would have a high affinity to training as a monk of another race, and even as a Cleric, perhaps learning more spellcasting techniques. They would shy away from most classes however, since they have complete distrust towards forged weaponry.

In my hands there is unlimited potential, infinite power, ungiving force; but never a sword will I need.

”

—Kajiin, Cealandrian Gempalm Monk

Bound by their allignment, and beliefs, the Gempalm Monks are well able to pass for simple Clerics, and Monks among the mass ranks. Most would have little trouble believing them to be simple men and women of the cloth, despite their Celestial Appearance.

Daily Life: With nothing calling to him, Ticon sits on a jagged prominence of rock, and mediatates. His mind is blank, and completely full at the same time. The world calls to him in silence, his presence unfelt by the creatures around, he is at peace. Once he has achieved his mental clarity, he begins the daily routine of training, starting by the repeated practice of his palm strikes, on the face of the stone cliff.

Notables: Demivov is a venerable Cealandrian Gempalm Monk, a high ranking official in the Cealandrian ranks. (GpM 25) His strikes are as well aimed as the best sniper's arrow, and hit with force that would make a barbarian blush. Despite the ferocity he displays on attack, when relaxed, his form is at such peace that he seems to dissapear completely.

Organizations: All Cealandrian people feel the call to assemble at a Sky Post. These magical floating cities are unreachable by most, and the general population is mostly Cealandrian. Exceptionally gifted spellcasters sometimes find themselves here, the beauty of the palacades and gardens nearly impossible to leave behind. These floating cities constantly move, and most are unlikely to ever stumble apon the same city, once they have left it.

NPC Reactions: Respect is the most common feeling towards the Gempalm, as very few have what it takes to follow the path. Walking on a razor's edge is a trick that only the truly dedicated can perform, and for that, Gempalm are well liked. Despite their distant demeanor, many civilian persons will go far out of their way to help a Cealandrian Gempalm.

Characters with ranks in Knowledge (The Plains) can research Gempalm Monk's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->

DC

Result

5

Chaotic-good alligned monks, and healers, able to support most parties.

10

Most Gempalm do not revile deitys, and do not take up weaponry. Very rare cases exist though, most of these aren't Cealandrian.

15

Gempalm Monks are well versed in the many Palm Techniques of Cealandria, these are famous for being able to topple walls, and stun dragons.

20

Gempalm Monks eventually aspire to become Gemstone Sages. This is the ultimate aspiration of all Gempalm Soldiers.

Gempalm monks fit in easily with the common adventurer crowd, and will often find companions to explore, and work. They aspire to gain knowledge of the world, and the best ways to increase their own capability. A Gempalm is a servant of good, and responds to requests for help easier than other classes might.

Adaptation: Amid the Stormy Planes of Cealandria, the monks combat the very forces of their own world, the massive storm elementals and the devious water elementals.

Sample Encounter: An 11th level Chaotic Good Cealandrian Gempalm Monk travels with a party of four fighters. They are looking for a special sword, lost by a nobleman inside a reaking cave, the monk a boon to his allies leads the search.